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Proceedings ArticleDOI

Mobile game approach to prevent childhood obesity using persuasive technology

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TLDR
A study on persuasive technologies application and childhood obesity prevention is conducted to determine the best persuasive technology application for MACO, a game-based persuasive mobile technology designed to inspire children to apply healthy eating habits as well as to begin and continue being physically active.
Abstract
Obesity is a condition in which the body has excess fat. Childhood obesity has become an important public health issue because affects every aspect of the life of a child. More specifically, the condition leads to poor health and negative social perceptions. Many risk factors are linked to obesity. The varying aspects of the problem and its serious implications for future health and well-being of children are enormous. The most effective solution can be achieved via programs geared to prevent such diseases. Children spend an average of more than three hours daily in front of the television, an hour at the computer, and 30 minutes playing video games, which opens major opportunities for us to propose a mobile game approach to prevent childhood obesity (MACO) using persuasive technology. MACO is a game-based persuasive mobile technology designed to inspire children to apply healthy eating habits as well as to begin and continue being physically active. This technology also introduces fun activities to motivate children to exercise more and encourage them to choose healthier food in appropriate amounts. A study on persuasive technologies application and childhood obesity prevention is conducted to determine the best persuasive technology application for MACO. The study proposes a framework and develops a system prototype.

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Citations
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Journal ArticleDOI

Games for Change—A Comparative Systematic Review of Persuasive Strategies in Games for Behavior Change

TL;DR: A systematic review of 130 persuasive games from the literature published in the last 21 years (2001-2021) to highlight the current trends in the field with respect to domains, year, country, technology platforms, and genre, identify what strategies are employed in the games and their comparative analysis across domains, uncover various ways the persuasive strategies are operationalized in games, explore for possible relationships between persuasive games effectiveness and the number of strategies employed, and highlight gaps and opportunities for future research in the area of persuasive games as discussed by the authors .
Journal ArticleDOI

Personality-targeted persuasive gamified systems: exploring the impact of application domain on the effectiveness of behaviour change strategies

TL;DR: In this article , the authors conducted a qualitative study with 568 participants to investigate whether the effectiveness of the persuasive strategies implemented vary within each domain and whether the effect of various strategies vary across two distinct domains, and how people belonging to different personality traits respond to these strategies.
Journal ArticleDOI

A Mapping Study on Mobile Games for Patients of Chronic Diseases

TL;DR: There is a growing interest of using technologies to propose solutions for healthcare issues, but the number of chronic conditions being addressed is still small, obesity and diabetes are prevalent, and the majority of games proposed by the articles encompass less than half of these features.
Proceedings ArticleDOI

A multimedia cloud-based framework for constant monitoring on obese patients

TL;DR: A new cloud-based model is proposed with ultimate aim to monitor obese patients' health condition and behavior constantly under a real-time vision of the caregiver to help overcoming this disease.
Dissertation

Effectiveness and implementation of health games targeting implicit attitudes towards food and food choice

Eva E Alblas
TL;DR: Tentative support is found that health games can be used to influence IAs towards food and positively affect food choice behaviour, however, this influence was only observed for those with healthy baseline IAs.
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Chick clique: persuasive technology to motivate teenage girls to exercise

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Workers' remittances, economic growth and poverty in developing Asia and the Pacific countries

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Journal ArticleDOI

It's Time to Eat! Using Mobile Games to Promote Healthy Eating

TL;DR: Time to Eat, a mobile-phone-based game, motivates children to practice healthy eating habits by letting them care for a virtual pet whose healthiness determines the game's outcome.
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Trending Questions (1)
What is the objective of mobile game?

The objective of the mobile game approach is to persuade children to practice healthy lifestyles by eating the right food and being physically active.